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SableShrike

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Posts posted by SableShrike

  1. 10 hours ago, Leetdeth said:

    @ClawsandEffect has a good point, though. If you remove the set IOs now, you'd have to scale back a lot of the newer content in return, and I don't think that's the answer.

    Yeah, I totally agree the cat's out of the bag as far as set IOs go.  We're not ever seeing them go away given the amount of time and effort people have put into getting them.

     

    BillZ has a good idea with the dynamic scaling and such.  Maybe there's a way to quantify the overall set boni into a single total, and then you could have the game ramp up the nastiness from there.

     

    Have to see how the new villain group (Freakloks) pans out, too.  They may have certain mobs going forward specifically placed to hose the solo softcap player.  Kind of like how Super Stunners were put in to hose the facerolling of Freakshow farms.

  2. 1 hour ago, Bill Z Bubba said:

    How about let the game decide the difficulty? It sees you're fully IOed out and T4ed it automatically throws in extra buff/debuffers to the enemy in question? It automatically adds EBs where they didn't exist before? Random AVs with missions suddenly set to Kill All?

     

    But if you've got nothing but TOs in your build and running at +0/x1 it adds nothing.

    Yeah that'd be neat if we could figure out a dynamic difficulty coding or the like!

     

    The above posts are just my opinion, mind.  And there’s tons of ways the game has significantly improved.

     

    My first Ice tanker on Live was only allowed to run one armor toggle at a time, say.  That was ridiculous and needed to be changed.

     

    I understand why Paragon put in set IOs; they needed some way to give the game a longer term goal than just level 53 SOs and HOs.  The server populations were getting smaller as well, and so they had to deal with the fact that people may not be able to find a team to do some content.

     

    Given those pressures I can understand why they rolled out set IOs.  Someone made the call that having a gear treadmill to extend the game’s profitable life was better than risking NCSoft axing the game due to stagnation.

     

    Given that we are no longer profit driven, however, it’s a good time to revisit how power creep is negatively affecting the teaming that initially made this game so compelling.

     

    Super interested to hear everyone’s ideas on this.  I’m very glad the HC team are paying real attention to it.

  3. I understand that argument @Hew, and it’s a valid point.

     

    I guess all I’m saying is how can we possibly balance a game where softcapping Defense and maxing Resistance is possible?  Most of the game content is not built to account for this.


    The very power sets and ATs were designed to have weaknesses to encourage us to team.   There was huge dev pushback against ever allowing tankmages.  With IO sets tankmages are exactly what we’ve got.

     

    There’s such a gulf in power between someone on SOs versus a fully purpled AT that to balance the game around either end of the spectrum seems impossible.

     

    In closing, any big balancing of difficulty would need to be optional similar to Ouro or Notoriety settings, as I’ve heard other folks mention.  I just don’t see how with set IOs in the game it can be balanced around their level of OP without frustrating new players.

    • Like 2
  4. 1 minute ago, Lines said:

    Just gonna throw in, the Abandoned Sewer can absolutely kick my ass sometimes.

     

    It's also my favourite trial in the game, partly for that reason.

    Yeah, I love that one!  I ran it many times before IOs and only ever beat it once!

  5. On 9/24/2020 at 1:40 AM, Hew said:

    Yeah, but you have to roll 1 in 20 twice consecutively. Thats a 1 in 20 chance!

     

    “So you’re saying I’ve got a chance!” ~ Lloyd Christmas
     

     

     

    I’ve talked about this with a few peeps ingame, but what has truly screwed balance up in this game are IO sets.

     

    With the advent of IO sets, we suddenly were given the ability to negate any class’ specific weakness provided we threw enough Influence into set boni.

     

    Then came Purple sets, then Attuned IOs, then ATOs...

     

    The problem with this is that 90% of the game is still balanced around post-ED Single Origins.  Those and HamiOs are what the game was balanced around for YEARS.
     

    The first Terra Volta respec used to be a brutal fight to the death that your team (many needing to respec) could often fail.

     

    I can now solo that entire Trial on pretty much any AT if tricked out enough.

     

    The Abandoned Sewer and Eden Trials were similar feats of heroic strength; now they’re a joke.

     

    Power sets cannot account for that level of power creep.  Incarnate powers don’t account for it either, as you are too low to have them on the aforementioned Trials.

     

    It’s the IO sets.  It’s always been the IO sets.

     

    The IO sets have removed any niche an AT had except for very low level content.  Past level 25 or so, people start having enough set boni to Leeroy Jenkins, and triumph, through everything but iTrials.

     

    At that point teaming is optional.  You need no backup for non-iTrial stuff.  You never learn the weakness of your AT (because sets eliminated it), and you never have to really play as a team. Not like we used to on only SOs and HamiOs.

     

    I’ve tried to determine if this’s just me being an old fart remembering the past with rose-tinted glasses.  But I really don’t think that’s the case.

     

    Now how to fix the mess that set IOs have brought us, I have no clue.  No way in hell will people give up set IOs now.  I myself use them, in part because I feel I have to to keep up with the other Undebtables.

     

    Set IOs have so vastly moved the bar for what’s OP, and I feel like we’ve never really addressed their negative impact on the community.

     

    We used to really need each other, and now your teammates are optional.  That's not good for a social MMO.

     

    And to misquote Syndrome, “When everyone’s Superman...!  No one will be.”

    • Like 2
  6. My namesake’s been remade so many times I can’t even count anymore.

     

    I think what I always really wanted was a Human form Warshade who could stand in melee and draw hate; Shades can only really do that as long as Hybrid is up and have no Gauntlet/Punchvoke outside of Dwarf’s Antagonize.

     

    I finally stumbled onto what I was after in my recent Tanker.  Will/Psi with the Force of Will pool plays like a very tanky melee Human Shade.  Minus the Orbiting Death and Essences, of course.

     

    So I get my tanking, my purplish death-hands, and I don’t have to stare at Dwarf or Nova for hundreds of hours.

  7. 37 minutes ago, Hyperstrike said:

    I prefer to place  the uniques as lower as I can in the build.
    This way they stay active throughout exemp play.

    For the PvP uniques it doesn’t matter where they are placed.  You can test in an Ouro mission.

     

    The only ones I know need to be “on” to work are Kismet and Impervious Skin’s Regen%.  Most of the others can go anywhere at any level.

     

    (Some I’m unsure of since I only ever put them in Fitness: Power Transfer and Panacea.)

  8. Reworked the ol' Tanker with a fresh batch of procs, and it's doing far more damage.

     

    Wall of Force was impacted by this the most, although Greater Psi Blade, Mass Lev, and even Boggle benefit greatly from damage procs.  

     

    Wall of Force goes from doing 60 damage to over 340 when all the procs trigger on a target.  With four procs, one will almost always fire meaning you double Wall of Force's damage nearly every target it hits.  And again, it can sometimes "crit" for massive damage.

     

    S&L resistance is capped when you stack two Sup Might of the Tanker procs, and that isn't hard to do.  Psi Sweep hitting multiple targets will often proc your +Absorb from Gauntleted Fist.

     

    And if they ever DO drop your health way down Preventative Medicine's +Absorb fires and lets you regen while it soaks hits.

     

    And then you still have Unleash Potential to cap your Defense to nearly everything for 60 seconds.

     

    It's very hard to die when you get everything slotted with the IOs.

     

    This is tough enough and accurate enough with Focused Accuracy to tangle with most +4/x8 mobs with some tactics.

     

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Sable Shrike: Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Psionic Melee
    Power Pool: Force of Will
    Power Pool: Concealment
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Mind Over Body -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(11), TtnCtn-ResDam(13), TtnCtn-EndRdx(13), StdPrt-ResDam/Def+(31), UnbGrd-Max HP%(50)
    Level 1: Mental Strike -- Acc-I(A)
    Level 2: High Pain Tolerance -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(7), TtnCtn-ResDam/Rchg(7), TtnCtn-ResDam/EndRdx/Rchg(9), Heal-I(9), Heal-I(11)
    Level 4: Telekinetic Blow -- SprMghoft-Acc/Dmg/EndRdx/Rchg(A), SprMghoft-Acc/Dmg/Rchg(34), SprMghoft-Acc/Dmg(37), SprMghoft-Dmg/EndRdx/Rchg(40), SprMghoft-Dmg/Rchg(42), SprMghoft-Rchg/Res%(42)
    Level 6: Indomitable Will -- LucoftheG-Def/EndRdx(A), LucoftheG-EndRdx/Rchg(25), LucoftheG-Def/EndRdx/Rchg(27), LucoftheG-Def(27), LucoftheG-Def/Rchg+(42)
    Level 8: Rise to the Challenge -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(25), NmnCnv-Heal/Rchg(43)
    Level 10: Project Will -- Acc-I(A)
    Level 12: Mighty Leap -- WntGif-ResSlow(A)
    Level 14: Wall of Force -- HO:Nucle(A), HO:Nucle(15), JvlVll-Dam%(15), Bmbdmt-+FireDmg(17), PstBls-Dam%(17), ExpStr-Dam%(23)
    Level 16: Psi Blade Sweep -- SprGntFis-Acc/Dmg/EndRdx/Rchg(A), SprGntFis-Acc/Dmg/Rchg(33), SprGntFis-Acc/Dmg(33), SprGntFis-Dmg/EndRdx/Rchg(33), SprGntFis-Dmg/Rchg(34), SprGntFis-Rchg/+Absorb(34)
    Level 18: Heightened Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(19), LucoftheG-Def(19), LucoftheG-Def/Rchg+(21), LucoftheG-EndRdx/Rchg(21)
    Level 20: Taunt -- PrfZng-Dam%(A)
    Level 22: Fast Healing -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(23), NmnCnv-Heal/Rchg(46)
    Level 24: Quick Recovery -- EndMod-I(A), PwrTrns-EndMod(45), PwrTrns-+Heal(45)
    Level 26: Concentration -- RechRdx-I(A), RechRdx-I(43)
    Level 28: Boggle -- Acc-I(A), CrcPrs-Acc/Conf/Rchg(29), CrcPrs-Conf/EndRdx(29), CrcPrs-Conf%(31), MlsIll-Dam%(31), Ccp-Dam%(48)
    Level 30: Unleash Potential -- LucoftheG-Def/Rchg(A), LucoftheG-EndRdx/Rchg(46), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-Def/Rchg+(48), LucoftheG-Def(50)
    Level 32: Strength of Will -- GldArm-3defTpProc(A)
    Level 35: Greater Psi Blade -- SprBlsCol-Dmg/EndRdx/Acc/Rchg(A), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg(36), SprBlsCol-Dmg/EndRdx(36), Hct-Dam%(37), UnbCns-Dam%(37)
    Level 38: Mass Levitate -- SprAvl-Acc/Dmg/EndRdx(A), SprAvl-Acc/Dmg(39), SprAvl-Dmg/EndRdx(39), ScrDrv-Acc/Dmg/EndRdx(39), ScrDrv-Dam%(40), Arm-Dam%(40)
    Level 41: Focused Accuracy -- EndRdx-I(A), EndRdx-I(43)
    Level 44: Physical Perfection -- Prv-Absorb%(A)
    Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
    Level 49: Invisibility -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run 
    Level 10: Shadow Recall -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(3), NmnCnv-Regen/Rcvry+(5), NmnCnv-Heal(45), NmnCnv-Heal/EndRdx(48), RgnTss-Regen+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), SynSck-EndMod(3), SynSck-EndMod/+RunSpeed(5)
    Level 0: Freedom Phalanx Reserve 
    Level 0: Portal Jockey 
    Level 0: Task Force Commander 
    Level 0: The Atlas Medallion 
    Level 50: Musculature Core Paragon 
    Level 50: Mighty Radial Final Judgement 
    Level 50: Cognitive Radial Flawless Interface 
    Level 50: Seers Radial Superior Ally 
    Level 50: Incandescence Radial Epiphany 
    Level 50: Assault Radial Embodiment 
    ------------

  9. Martial Arts is actually really good on a Tank.  Storm Kick is a huge Defense buff for Tank and Brute.

     

    You said you want to be super tough so I’d take Fighting for Tough and Weave.  That also lets you work in Cross Punch, which is great cone damage.   Make sure to take Boxing and Kick to buff Cross Punch, but you do not need to slot or use either.

     

    I try to work in Cross Punch every time I build a Martial Arts or Super Strength tank; it fits thematically and gives them a second needed AoE.
     

    Since you can stand alone against x8 spawns AoE will often be your most efficient attacks.

     

    Some great primaries that do well with Martial Arts are Shield Defense, Super Reflexes, Willpower, and Invulnerability.  Shield gives a great teleport nuke in Shield Charge; that, Cross Punch, and Dragon’s Tail give you three great AoEs.

  10. Update:

     

    Playing around more I've decided to slot Leviathan with a bit of control durations rather than just straight damage procs.  This lets you play heavy on the lockdown while only sacrificing a small amount of DPS.

     

     

    NOW TO THE IMPORTANT BIT:

     

     

    The Good News

    -Summon Coralax is awesome.  It does serious damage, with four out of five attacks it has doing the equivalent of your T2 blast.

     

    -It has an Immobilize and Stun which can stack with YOUR Immobilize and Stun.  As such, I slotted it a bit for Mez duration for even more lockdown.

     

    -Two of her attacks are Punch and Haymaker, meaning she will often wade into melee!  This is big news for a Sonic Resonance user, as it means they can keep their debuff toggle on her when soloing.

     

    The Bad News

    -It burns Endurance like crazy, hence the last slot in it being a boosted End Redux IO.  That and Cardiac Incarnate make her way more efficient; you need this in order to keep her using all her DPS attacks.

     

    -She has absolutely zero natural Defense, and only Resists Cold, Psi, and Toxic.  Patron Pets seem to have been balanced around being glass cannons.

     

    Conclusion

    Sonic Resonance, Force Field, Cold, and Thermal seem uniquely positioned to benefit from Patron Pets.  Patron Pets seem to have a much higher damage scalar than T1 Mastermind minions yet lack any native longevity due to having bad Defense and Resistance.  A strong buffing set like Force Field or Sonic Resonance can mostly, or even completely, negate that weakness.  This makes a fully buffed Patron Pet a significant source of additional DPS and control while also allowing a shield set Defender or Corruptor to utilize their full toolkit.  Provided you can achieve perma-Hasten your Patron Pet will recharge before the current one dies, meaning you only need resummon and buff every 4 minutes.

     

    Amended build is below.

     

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Benthica: Level 50 Natural Defender
    Primary Power Set: Force Field
    Secondary Power Set: Sonic Attack
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Deflection Shield -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(3), RedFrt-Def:50(3), RedFrt-EndRdx:50(5), RedFrt-EndRdx/Rchg:50(5), LucoftheG-Def/Rchg+:50(7)
    Level 1: Shriek -- Thn-Acc/Dmg:50(A)
    Level 2: Scream -- SprDfnBst-Acc/Dmg/EndRdx/Rchg:50(A), SprDfnBst-Acc/Dmg/EndRdx:50(29), SprDfnBst-Acc/Dmg:50(31), SprDfnBst-Dmg/EndRdx/Rchg:50(31), SprDfnBst-Dmg/Rchg:50(31), SprDfnBst-Rchg/Heal%:50(33)
    Level 4: Howl -- SprVglAss-Acc/Dmg/EndRdx/Rchg:50(A), SprVglAss-Acc/Dmg/EndRdx:50(25), SprVglAss-Acc/Dmg:50(25), SprVglAss-Dmg/EndRdx/Rchg:50(27), SprVglAss-Dmg/Rchg:50(27), SprVglAss-Rchg/+Absorb:50(29)
    Level 6: Insulation Shield -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(7), RedFrt-Def:50(9), RedFrt-EndRdx:50(9), RedFrt-EndRdx/Rchg:50(11), LucoftheG-Def/Rchg+:50(11)
    Level 8: Hover -- BlsoftheZ-Travel:50(A), BlsoftheZ-Travel/EndRdx:50(23), BlsoftheZ-ResKB:50(23), Ksm-ToHit+:30(34)
    Level 10: Fly -- WntGif-ResSlow:50(A)
    Level 12: Dispersion Bubble -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(13), RedFrt-Def:50(13), RedFrt-EndRdx:50(15), RedFrt-EndRdx/Rchg:50(15), LucoftheG-Def/Rchg+:50(17)
    Level 14: Afterburner -- Rct-ResDam%:50(A)
    Level 16: Maneuvers -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(17), RedFrt-Def:50(19), RedFrt-EndRdx:50(19), RedFrt-EndRdx/Rchg:50(21), LucoftheG-Def/Rchg+:50(21)
    Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(37)
    Level 20: Amplify -- RechRdx-I:50(A)
    Level 22: Assault -- EndRdx-I:50(A), EndRdx-I:50(34)
    Level 24: Personal Force Field -- LucoftheG-Def/Rchg+:50(A)
    Level 26: Repulsion Bomb -- PstBls-Acc/Dmg:50(A), PstBls-Acc/Dmg/EndRdx:50(34), PstBls-Dmg/EndRdx:50(36), PstBls-Dmg/Rng:50(36), PstBls-Dam%:50(36), FrcFdb-Rechg%:50(37)
    Level 28: Tactics -- RctRtc-Pcptn:20(A)
    Level 30: Vengeance -- ShlWal-ResDam/Re TP:50(A)
    Level 32: Force Bubble -- EndRdx-I:50(A)
    Level 35: School of Sharks -- PstBls-Acc/Dmg/EndRdx:50(A), PstBls-Acc/Dmg:50(39), PstBls-Dmg/EndRdx:50(39), PstBls-Dmg/Rng:50(40), PstBls-Dam%:50(40), GrvAnc-Immob:50(40)
    Level 38: Dreadful Wail -- Arm-Acc/Dmg/Rchg:50(A), Arm-Acc/Rchg:50(42), Arm-Dmg/Rchg:50(42), Arm-Dmg/EndRdx:50(42), Arm-Dam%:50(43), AbsAmz-Stun:50(43)
    Level 41: Spirit Shark Jaws -- UnbCns-Acc/Hold/Rchg:50(A), UnbCns-Acc/Rchg:50(43), UnbCns-Hold/Rchg:50(45), UnbCns-EndRdx/Hold:50(45), UnbCns-Dam%:50(45), Apc-Dam%:50(46)
    Level 44: Summon Coralax -- SlbAll-Acc/Dmg/Rchg:50(A), SlbAll-Acc/Rchg:50(46), SlbAll-Dmg/Rchg:50(46), HO:Endo(48), HO:Perox(48), EndRdx-I:50(50)
    Level 47: Shark Skin -- GldArm-End/Res:50(A), GldArm-ResDam:50(48), GldArm-3defTpProc:50(50), StdPrt-ResDam/Def+:30(50)
    Level 49: Hibernate -- Prv-Absorb%:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Quick Form 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 1: Vigilance 
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Health -- Mrc-Rcvry+:40(A), NmnCnv-Regen/Rcvry+:50(33), Pnc-Heal/+End:50(37)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), PwrTrns-EndMod:50(33), PwrTrns-+Heal:50(39)
    Level 50: Void Radial Final Judgement 
    Level 50: Degenerative Radial Flawless Interface 
    Level 50: Storm Elemental Core Superior Ally 
    Level 50: Rebirth Radial Epiphany 
    Level 50: Support Core Embodiment 
    Level 50: Cardiac Core Paragon 
    ------------
    ------------
    Set Bonus Totals:

    • 12% DamageBuff(Smashing)
    • 12% DamageBuff(Lethal)
    • 12% DamageBuff(Fire)
    • 12% DamageBuff(Cold)
    • 12% DamageBuff(Energy)
    • 12% DamageBuff(Negative)
    • 12% DamageBuff(Toxic)
    • 12% DamageBuff(Psionic)
    • 6% Defense(Melee)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 9.44% Defense(Fire)
    • 9.44% Defense(Cold)
    • 9.13% Defense(Energy)
    • 9.13% Defense(Negative)
    • 6% Defense(Psionic)
    • 12.25% Defense(Ranged)
    • 12.88% Defense(AoE)
    • 3.6% Max End
    • 63% Enhancement(Accuracy)
    • 110% Enhancement(RechargeTime)
    • 10% Enhancement(Range)
    • 8% Enhancement(Heal)
    • GrantPower Preventive Medicine (10% chance, if Scourge)
    • 61.04 HP (6%) HitPoints
    • Knockback (Mag -7)
    • Knockup (Mag -7)
    • MezResist(Confused) 47.5%
    • MezResist(Held) 47.5%
    • MezResist(Immobilized) 47.5%
    • MezResist(Sleep) 47.5%
    • MezResist(Stunned) 47.5%
    • MezResist(Terrorized) 47.5%
    • MezResist(Teleport) 100% (20% chance)
    • 20% PerceptionRadius
    • 15.5% (0.26 End/sec) Recovery
    • 22% (0.93 HP/sec) Regeneration
    • 20% ResEffect(SpeedFlying)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(SpeedRunning)
    • 14% Resistance(Smashing)
    • 14% Resistance(Lethal)
    • 30.5% Resistance(Fire)
    • 30.5% Resistance(Cold)
    • 8% Resistance(Energy)
    • 8% Resistance(Negative)
    • 8% Resistance(Toxic)
    • 8% Resistance(Psionic)

  11. As the name suggests, this build revolves around ultimately having a pet.

     

    FF gets a lot of crap due to not being able to fully benefit from its shields on a Defender, but then I said to myself, "Wait, shit!  We have Patron pets!"

     

    Now the question was could this pet be made permanent?  The answer is yes; very much yes.

     

    Now, I went with Leviathan to fit my aquatic theme, but you can easily do something similar with different powers.  Or hell, you can even do this with Sonic/ Defenders or a Corruptor.

     

    If I stick by said pet (Coralax Red Hybrid in my case), it is positionally capped on Defense and has some added mez protection and Toxic resist.  The pet also lasts for a full four minutes, which is nice.  This means you can exemplar all the way down to 41 and still have a pet out permanently.  Abandoned Sewer Trial is JUST shy of 41, sad...

     

    Just thought I'd point this out, as I see a lot of folks worrying that FF and Sonic really drop off in the higher levels.  The permanent pet trick gives them a fair bit more utility (though I dunno how much DPS my Coralax adds).

     

    Build's below, but all you need for this is to get perma-Hasten.  However you do that is up to you!

     

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Benthica: Level 50 Natural Defender
    Primary Power Set: Force Field
    Secondary Power Set: Sonic Attack
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Deflection Shield -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(3), RedFrt-Def:50(3), RedFrt-EndRdx:50(5), RedFrt-EndRdx/Rchg:50(5), LucoftheG-Def/Rchg+:50(23)
    Level 1: Shriek -- SprVglAss-Acc/Dmg/EndRdx/Rchg:50(A), SprVglAss-Acc/Dmg:50(48), SprVglAss-Acc/Dmg/EndRdx:50(48), SprVglAss-Dmg/EndRdx/Rchg:50(48), SprVglAss-Dmg/Rchg:50(50), SprVglAss-Rchg/+Absorb:50(50)
    Level 2: Scream -- SprDfnBst-Acc/Dmg/EndRdx/Rchg:50(A), SprDfnBst-Acc/Dmg/EndRdx:50(25), SprDfnBst-Acc/Dmg:50(25), SprDfnBst-Dmg/EndRdx/Rchg:50(33), SprDfnBst-Dmg/Rchg:50(34), SprDfnBst-Rchg/Heal%:50(34)
    Level 4: Force Bolt -- Acc-I:50(A)
    Level 6: Insulation Shield -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(7), RedFrt-Def:50(7), RedFrt-EndRdx:50(13), RedFrt-EndRdx/Rchg:50(15), LucoftheG-Def/Rchg+:50(15)
    Level 8: Hover -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(9), RedFrt-Def:50(9), RedFrt-EndRdx:50(11), RedFrt-EndRdx/Rchg:50(11), LucoftheG-Def/Rchg+:50(13)
    Level 10: Fly -- Flight-I:50(A)
    Level 12: Dispersion Bubble -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(34), RedFrt-Def:50(37), RedFrt-EndRdx:50(37), RedFrt-EndRdx/Rchg:50(40), LucoftheG-Def/Rchg+:50(42)
    Level 14: Afterburner -- Flight-I:50(A)
    Level 16: Maneuvers -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(17), RedFrt-Def:50(17), RedFrt-EndRdx:50(19), RedFrt-EndRdx/Rchg:50(21), LucoftheG-Def/Rchg+:50(23)
    Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19)
    Level 20: Amplify -- RechRdx-I:50(A), RechRdx-I:50(21)
    Level 22: Personal Force Field -- Rct-ResDam%:50(A)
    Level 24: Tactics -- RctRtc-Pcptn:20(A)
    Level 26: Repulsion Bomb -- PstBls-Acc/Dmg/EndRdx:50(A), PstBls-Acc/Dmg:50(27), PstBls-Dmg/EndRdx:50(27), PstBls-Dmg/Rng:50(31), PstBls-Dam%:50(33), Bmbdmt-+FireDmg:50(33)
    Level 28: Siren's Song -- FrtHyp-Acc/Sleep/Rchg:50(A), FrtHyp-Acc/Rchg:50(29), FrtHyp-Sleep/Rchg:50(29), FrtHyp-Sleep/EndRdx:50(31), FrtHyp-Plct%:50(31), LthRps-Acc/EndRdx:50(50)
    Level 30: Vengeance -- ShlWal-ResDam/Re TP:50(A)
    Level 32: Force Bubble -- EndRdx-I:50(A)
    Level 35: Shark Skin -- GldArm-End/Res:50(A), GldArm-ResDam:50(36), GldArm-3defTpProc:50(36), StdPrt-ResDam/Def+:30(36), EndRdx-I:50(37)
    Level 38: Dreadful Wail -- Arm-Acc/Dmg/Rchg:50(A), Arm-Acc/Rchg:50(39), Arm-Dmg/Rchg:50(39), Arm-Dmg/EndRdx:50(39), Arm-Dam%:50(40), Erd-%Dam:30(40)
    Level 41: Spirit Shark Jaws -- Apc-Acc/Dmg/Rchg:50(A), Apc-Acc/Rchg:50(43), Apc-Dmg/Rchg:50(43), Apc-Dmg/EndRdx:50(43), Apc-Dam%:50(45), UnbCns-Dam%:50(45)
    Level 44: Summon Coralax -- SlbAll-Acc/Dmg/Rchg:50(A), SlbAll-Acc/Rchg:50(45), SlbAll-Dmg/Rchg:50(46), SlbAll-Build%:50(46), OvrFrc-Dam/KB:50(46)
    Level 47: Hibernate -- Prv-Absorb%:50(A)
    Level 49: Victory Rush -- EndMod-I:50(A)
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Quick Form 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 1: Vigilance 
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Health -- Mrc-Rcvry+:40(A), NmnCnv-Regen/Rcvry+:50(42)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(42)
    Level 50: Spiritual Core Paragon 
    Level 50: Cryonic Radial Final Judgement 
    Level 50: Degenerative Radial Flawless Interface 
    Level 50: Polar Lights Partial Radial Improved Ally 
    Level 50: Support Core Embodiment 
    Level 50: Ageless Core Epiphany 
    ------------
    ------------
    Set Bonus Totals:

    • 22% DamageBuff(Smashing)
    • 22% DamageBuff(Lethal)
    • 22% DamageBuff(Fire)
    • 22% DamageBuff(Cold)
    • 22% DamageBuff(Energy)
    • 22% DamageBuff(Negative)
    • 22% DamageBuff(Toxic)
    • 22% DamageBuff(Psionic)
    • 6% Defense(Melee)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 8.5% Defense(Fire)
    • 8.5% Defense(Cold)
    • 8.5% Defense(Energy)
    • 8.5% Defense(Negative)
    • 6% Defense(Psionic)
    • 11% Defense(Ranged)
    • 11% Defense(AoE)
    • 3.6% Max End
    • 10% Enhancement(Range)
    • 8% Enhancement(Heal)
    • 118.8% Enhancement(RechargeTime)
    • 54% Enhancement(Accuracy)
    • GrantPower Preventive Medicine (10% chance, if Scourge)
    • 91.56 HP (9%) HitPoints
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • MezResist(Confused) 48.75%
    • MezResist(Held) 48.75%
    • MezResist(Immobilized) 48.75%
    • MezResist(Sleep) 48.75%
    • MezResist(Stunned) 48.75%
    • MezResist(Terrorized) 48.75%
    • MezResist(Teleport) 100% (20% chance)
    • 20% PerceptionRadius
    • 13% (0.22 End/sec) Recovery
    • 32% (1.36 HP/sec) Regeneration
    • 15.5% Resistance(Smashing)
    • 15.5% Resistance(Lethal)
    • 29.75% Resistance(Fire)
    • 29.75% Resistance(Cold)
    • 8% Resistance(Energy)
    • 8% Resistance(Negative)
    • 8% Resistance(Toxic)
    • 8% Resistance(Psionic)

  12. Beasts I go Northern North America themed:

     

    Kodiak, Klondike, Yukon, Sitka, Denali, and Amarok.

     

    Amarok’s the Inuit myth of a huge dire wolf that likely really existed back when humans were first crossing the Bering Strait.

    • Like 2
  13. Cryptic had lightning in a bottle with CoX.  I think a lot of us older players took it up alongside Ultima, Planescape: Torment, DA:O, BG2, etc.

     

    That’s not to say there aren’t truly great games these days, but the standard for excellence seemed a little higher back in 2004 when CoH launched.  We had a lot of genre-defining games come out in the 2000s.

     

    I think that played a large part in the community’s loyalty to CoH, as we quickly realized, “Hey, this is something special.  This is genre-defining for superhero MMOs, or even MMOs in general.”

     

    CoX is brilliant in that it is as deep as you want it to be.  You can re-bind your entire keyboard, but you don’t have to.  You can spend months on building IOs, or you can just use SOs.  The costume creator is still one of the most versatile in all of gaming history.

     

    This game’s right up there with BG2 for me, and is the only MMO I put any time into even after 16 years.  They just got so many things right with CoH in a way that many newer MMOs haven’t been able to figure out.  We had an MMO with free-movement flight and super-speed back in 2004, for chrissakes.  That is nuts, if you think about it.  Many of us were still playing via phone modems.  No crappy gender-locking, enemy diversity, some of the best co-op gameplay, memorable characters, et cetera.

     

    I’m nearing 40 this year, and plan on playing CoH til I can no longer work a mouse.  I take breaks now and then, but I always come back!

    • Like 2
  14. Bit late, but why are you running Hurricane full-time?

     

    When I run stormies the go-to powers are Freezing Rain first and then Snow Storm.  Rain makes them flop and Storm keeps them in place (and severely debuffs their recharge=less attacks incoming).

     

    Hurricane burns too much endurance to warrant being always on, and as mentioned the repel is highly detrimental to most teams.

     

    Where Hurricane is good/great?  Archvillains, as they don’t get repelled.

     

    Freezing Rain, Snow Storm, Tornado, and Lightning Storm are your bad boys though.  Some even use Gale.  Gale, Tornado, and Lightning Storm need a KB>KD IO, but go from garbage to great when they have it.  Tornado does big big damage versus an Archvillain or Elite Boss.

     

    Ninja/Storm can work, but you will have to be very aggressive with Rain, Snow, and Lightning.  Thunderclap can also lock down minions, if you can find the slots to spare.

     

    Is it a top tier solo farmer?  Not by a mile.  It just won’t have the defenses to survive max difficulty.

     

    But your Storm powers will wreak havoc on entire groups while your Ninjas dart about.  If that sounds fun, try it out.  I get bored with the “best farmer” toons, as you can faceroll the game with many of them.  Boring.

     

    Storm gets crap because it’s a hard set to play WELL, not because it’s a bad set.

     

     

  15. Yep, good call, Force!  Call Hawk is probably best for Beast as it has -Fly.  That is very important to dropping flyers down to where your pack can hit them.

    • Like 1
    • Thanks 1
  16. Glad to see I’m not the only one who rarely uses Bodyguard.

     

    If you have pets set as Defensive they sit around not attacking way too much for my liking.

     

    You CAN make a build around it, but only with certain secondary sets like FF or Sonic that give you, the player, mez protection.

     

    On Beast/Cold, I catch mez and I’m out of the fight unless I have a mez inspiration.  That’s not worth building around.

     

    You have to learn what draws aggro if you’re not going to use Bodyguard.  Hate seems conditional on damage dealt and distance, so attacking an enemy from range that a pet is already targeting generally is safe.

     

    Be careful of your AoE attack.  If you hit a large spawn any unengaged enemies will target you, not your pets.  Versus +4s this can be fatal.

     

    What is “safer” to use: heals, buffs, slows, holds, et cetera.  Basically anything that doesn’t deal damage is unlikely to draw hate onto you the MM.  Damage always trumps no-damage, so your pets attacking will hold aggro if you do no damage.

     

    The above is why some MMs skip personal attacks entirely.  You CAN use the attacks, but again you need to know what won’t draw attention.  Target stuff your pets are attacking and be careful using any AoE dps powers.

     

    Lastly, pet commands.

     

    I use the three basic ones only. Sacrilege, I know.

     

    I leave Attack set as it is on “Attack Aggressive”.  This lets the pets go wild on dps and means they aren’t eating more HP damage from Bodyguard.  You need to USE this to focus them against priority targets.  I send them after the Lt. and cork it with debuffs.  I then focus the next priority or just let them mop up.

     

    Heel command is fine as is.  Does what it says.

     

    Follow command I modify to “Follow Defensive”.  This is your ‘Oh shit’ button to turn on Bodyguard.  The main uses for this are to save your butt from ambushes when solo.  Ambushes target you, the MM, with perfect accuracy, and can be deadly without Bodyguard on.  Non-ambush mobs will obey the normal aggro rules; ambushes do not.  The low-level Praetorian missions with all the ghoul ambushes can really suck without using this.

     

    So!  90% of the time I have pets in “Aggressive” and use Attack to focus them on priority targets.  If I draw a lot of aggro or get an ambush, I flip to Follow “Defensive” until it’s taken care of.

     

    PSA for the next part, but DO. NOT. STAY. IN. DEFENSIVE. when you are teaming.  If you are teaming and have pets set to “Defensive” they stand about far more than they attack.  This drastically cuts your dps you bring to the team. Again, the only real exception here is a tankermind who has mez shields and uses Provoke to always have hate.
     

    Otherwise you want to figure out how to mostly leave pets on “Aggressive” when teamed.  They need to be attacking to contribute to the team.  For special cases like DFB runs, just learn to focus pets on the Archvillain Vahzilok with Attack commands; it’s easy and I never have to unsummon pets for that fight.

    • Like 1
  17. Beast can be crazy tough with the right secondary and IOs.

     

    Beast/Cold is my personal favorite as you can nearly cap your pets’ Defense to all positions with just the Cold shields and the two +5% Defense IOs.

     

    With all of the special pet IOs your pets have:
     

    +35% resistance to everything, +10% Defense to Melee and Ranged, +25% Defense to AoE, and +150% regen.  They are very, very tough then.

     

    I sacrifice a bit of that survival to crank pet damage with procs, personally.  I use the following:

     

    Wolves: Acc/Dam IO, Acc/Dam/End IO, Dam IO, Achilles’ Heel -Res proc, Shield Breaker Dam proc, Touch of Lady Grey Dam proc

     

    Lions:  Acc/Dam IO, Acc/Dam/End IO, Dam IO, Command Of MM Rech/+AoE Defense IO, Edict of the Master +Defense IO, Call To Arms +Defense IO

     

    Dire Wolf:  Mark of Sup Acc/Dam/End IO, Mark of Sup Acc/Dam IO, Mark of Sup Dam IO, Mark of Sup End/+Resist/+Regen IO, Soulbound Allegiance +BuildUp IO, Impeded Swiftness Dam proc

     

    This gives my pets +10% Defense, +25% AoE, +15% Resist, and +150% regen.

     

    The procs in wolves fire nearly every attack, meaning they often double or triple their damage.  The Achilles’ fires for each wolf, too, meaning a hard target will almost always have -20% resistance (which means 20% more damage for your team).  Like this, wolves are actually your most damaging pets.

     

    Lions buff and carry most of the pet defense IOs.  Can’t damage proc them well, sadly.

     

    Dire Wolf can proc the Slow damage IO on almost every attack, and can fire Build Up on every attack.  It can do brutal damage if enemies bunch up.  You need all that Endurance Reduction on it though, as it’s your one pet that really burns through its blue bar.

     

    The above is the best DPS vs survival slotting I’ve found for Beast.  They can do some pretty sick damage provided you can get them in range.  Snow Storm, Hawk, and Ravens all help drop flyers for your pack to maul.  Dire Wolf’s ice blasts can also drop flyers.

     

    P.S.  By keeping Recharge enhancements off it, Infrigidate from Cold can be turned into a reliable High damage attack with:  Acc IO, End Redux IO, Impeded Swiftness Dam proc, Shield Breaker Dam proc, and Touch of Lady Grey Dam proc

     

    Cue up Zeppelin’s “Immigrant Song” and sic your pack on em!

    • Like 2
  18. Elude's a mule; I never use it.  Same with Mystic Flight.  Rune of Protection is a better "oh crap" power with no crash.

     

    Don't need Fighting on this, as it's "tough enough".  Fighting just wound up being Endurance drain so I dropped it.

     

    Same thing with sixslotting the tanker ATOs; it would have been nice but you lose a lot to ED caps and miss out on procs.  6% resistance versus an Achilles' proc is a no-brainer.

     

    For Hasten, I never take that with SR.  Practiced Brawler needs to be on autofire, and unless you get creative with binds reupping Hasten manually is annoying.  There's nothing that needs Hasten in the above build; it's fast enough without it meaning Hasten would be wasted slots.

  19. Had a request to see my complete SR/DB tanker build, so here she is.

     

    She runs all three toggles, Focused Accuracy, and Hover in combat.  Practiced Brawler is on autofire.  Hits nearly anything all the time (looking at you Daemon Lords) and never runs out of Endurance except versus drain attacks.

     

    The singletarget chain is: Blinding Feint > Attack Vitals > repeat.  The two -Res procs will ramp up both your damage, your pets damage, and the teams' damage.  With that in mind, they're more valuable than a damage proc is most of the time.

     

    AoE rotation is identical as the above but after Attack Vitals I add in Typhoon's Edge.  Recent tanker changes to AoE have made tanker PBAoEs huge in radius, and you can almost always hit max targets with Typhoon's when in a big spawn.  I put the Armageddon proc here and it still seems to fire a lot (acting like a crit hit when it procs) even though AoE procs have been nerfed with the PPM changes.

     

    I wound up taking her towards Incarnate cap in Melee and Ranged positionals, but you could also squeeze in a lot more damage procs if you forego that.  To totally proc mule a power the non-Incarnate setup is: 1 Acc/Dam, 1 Acc/Dam/End, 1 common Damage boosted to +5.  This leaves you with three possible slots to load procs.  You can get this to four possible procs if you drop the common Damage IO and run with Musculature Core, but keep in mind your attacks will not do capped damage below level 50.  I exemplar a lot and try to run every bit of content so I never build around always having Musculature.

     

    For how SR plays on a Tanker...  very very well.  You avoid 95% of most damage, and when you do get hit you'll have very high resistance when you drop to about 33% HP.  Couple that with a Panacea and a Power Transfer +Heal IO and you will be gaining health back faster than things can damage you.  This build also has Rune of Protection at 50 for even more Resistance as needed (I don't really use Elude cuz of the dangerous crash).  Know your mob types, though, as things such as Devouring Earth Guardians will be your priority targets since their Quartz floors your Defense.

     

    This also has enough sustained DPS to solo the majority of Archvillains (I have done so).  A few like Diabolique with her shitty perpetual Personal Forcefield at low HP will still prove problematic.  It's likely possible to even solo her with the right temp powers and Lore pets (Shivans, envenomed daggers, etc.).

     

    I wound up going Musculature and Degenerative for AV burn-down, but you could honestly go with whatever Incarnates you feel like.  This doesn't "need" any of them to be a perpetual killing machine.

     

    Edit: Forgot to mention, when exemping I start to use Nimble Slash again.  The Empower and Weaken combos are useful at low levels like on Positron or Synapse.

     

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Svanhild: Level 50 Magic Tanker
    Primary Power Set: Super Reflexes
    Secondary Power Set: Dual Blades
    Power Pool: Flight
    Power Pool: Sorcery
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Focused Fighting -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(3), RedFrt-Def:50(3), RedFrt-Def/Rchg:50(5), RedFrt-EndRdx:50(5), RedFrt-EndRdx/Rchg:50(7)
    Level 1: Nimble Slash -- Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(A)
    Level 2: Focused Senses -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(7), RedFrt-Def:50(9), RedFrt-Def/Rchg:50(9), RedFrt-EndRdx:50(11), RedFrt-EndRdx/Rchg:50(11)
    Level 4: Ablating Strike -- SprGntFis-Acc/Dmg/EndRdx/Rchg:50(A), SprGntFis-Acc/Dmg/Rchg:50(13), SprGntFis-Acc/Dmg:50(15), SprGntFis-Dmg/EndRdx/Rchg:50(15), SprGntFis-Rchg/+Absorb:50(17), AchHee-ResDeb%:20(17)
    Level 6: Practiced Brawler -- RechRdx-I:50(A)
    Level 8: Dodge -- LucoftheG-Def/EndRdx:50(A), LucoftheG-Def/Rchg:50(13), LucoftheG-Def/EndRdx/Rchg:50(43), LucoftheG-Def:50(45), LucoftheG-Def/Rchg+:50(46), Ksm-ToHit+:30(48)
    Level 10: Taunt -- PrfZng-Dam%:50(A)
    Level 12: Evasion -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(19), RedFrt-Def:50(19), RedFrt-Def/Rchg:50(21), RedFrt-EndRdx:50(21), RedFrt-EndRdx/Rchg:50(23)
    Level 14: Agile -- LucoftheG-Def/EndRdx:50(A), LucoftheG-Def/EndRdx/Rchg:50(43), LucoftheG-Def:50(45), LucoftheG-Def/Rchg+:50(46), LucoftheG-Def/Rchg:50(48), Rct-ResDam%:50(48)
    Level 16: Typhoon's Edge -- SprAvl-Acc/Dmg/EndRdx/Rchg:50(A), SprAvl-Acc/Dmg/EndRdx:50(23), SprAvl-Acc/Dmg/Rchg:50(25), SprAvl-Dmg/EndRdx:50(25), SprAvl-Rchg/KDProc:50(27), Arm-Dam%:50(27)
    Level 18: Lucky -- LucoftheG-Def/EndRdx:50(A), LucoftheG-Def/Rchg+:50(42), LucoftheG-Def/EndRdx/Rchg:50(42), LucoftheG-Def:50(43), LucoftheG-Def/Rchg:50(45), ShlWal-ResDam/Re TP:50(46)
    Level 20: Blinding Feint -- SprMghoft-Acc/Dmg/EndRdx/Rchg:50(A), SprMghoft-Acc/Dmg/Rchg:50(29), SprMghoft-Acc/Dmg:50(29), SprMghoft-Dmg/EndRdx/Rchg:50(31), SprMghoft-Rchg/Res%:50(31), PrfZng-Dam%:50(31)
    Level 22: Hover -- BlsoftheZ-Travel:50(A), BlsoftheZ-Travel/EndRdx:50(40), BlsoftheZ-ResKB:50(40)
    Level 24: Fly -- BlsoftheZ-Travel:50(A), BlsoftheZ-Travel/EndRdx:50(50), BlsoftheZ-ResKB:50(50)
    Level 26: Quickness -- Flight-I:50(A)
    Level 28: Vengeful Slice -- SprBlsCol-Acc/Dmg/EndRdx:50(A), SprBlsCol-Acc/Dmg:50(33), Hct-Dmg/EndRdx:50(33), Hct-Dam%:50(33), TchofDth-Acc/Dmg/EndRdx:40(34), TchofDth-Dam%:40(34)
    Level 30: Afterburner -- LucoftheG-Def/Rchg+:50(A)
    Level 32: Elude -- LucoftheG-Def/Rchg+:50(A)
    Level 35: Sweeping Strike -- ScrDrv-Acc/Dmg/EndRdx:50(A), ScrDrv-Acc/Dmg:50(36), ScrDrv-Dmg/EndRdx:50(36), ScrDrv-Acc/Rchg:50(36), ScrDrv-Dmg/Rchg:50(37), FuroftheG-ResDeb%:50(37)
    Level 38: Focused Accuracy -- EndRdx-I:50(A), EndRdx-I:50(40)
    Level 41: Physical Perfection -- PrfShf-EndMod:50(A), PrfShf-End%:50(42)
    Level 44: Spirit Ward -- Prv-Absorb%:50(A)
    Level 47: Mystic Flight -- WntGif-ResSlow:50(A)
    Level 49: Rune of Protection -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(39), Mrc-Rcvry+:40(39)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:50(34), PwrTrns-EndMod:50(37), PwrTrns-+Heal:50(39)
    ------------
    ------------
    Set Bonus Totals:

    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 11% Defense(Smashing)
    • 11% Defense(Lethal)
    • 9.44% Defense(Fire)
    • 9.44% Defense(Cold)
    • 11% Defense(Energy)
    • 11% Defense(Negative)
    • 6% Defense(Psionic)
    • 16% Defense(Melee)
    • 16% Defense(Ranged)
    • 12.88% Defense(AoE)
    • 3.6% Max End
    • 36% Enhancement(Accuracy)
    • 62.5% Enhancement(RechargeTime)
    • 15% SpeedFlying
    • GrantPower Preventive Medicine (10% chance, if Scourge)
    • 119.5 HP (6.38%) HitPoints
    • 15% JumpHeight
    • 15% SpeedJumping
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 70%
    • MezResist(Held) 70%
    • MezResist(Immobilized) 70%
    • MezResist(Sleep) 70%
    • MezResist(Stunned) 70%
    • MezResist(Terrorized) 70%
    • MezResist(Teleport) 100% (20% chance)
    • 8% (0.13 End/sec) Recovery
    • 62% (4.84 HP/sec) Regeneration
    • 50% ResEffect(SpeedFlying)
    • 50% ResEffect(RechargeTime)
    • 50% ResEffect(SpeedRunning)
    • 23.75% Resistance(Smashing)
    • 23.75% Resistance(Lethal)
    • 18.5% Resistance(Fire)
    • 18.5% Resistance(Cold)
    • 17.75% Resistance(Energy)
    • 17.75% Resistance(Negative)
    • 14% Resistance(Toxic)
    • 14% Resistance(Psionic)
    • 15% SpeedRunning

     

    • Thanks 1
  20. Threw this together based on what you wanted for power picks.

     

    Singletarget chain you'll have Laser Eyes, Punch, Cross Punch*, and Knockout Blow.

     

    AoE you've got Cross Punch and Foot Stomp.

     

    Boxing and Kick are much like Brawl; you can use them as fillers until you level and get the better attacks.  Simply owning them is enough to buff Cross Punch; you don't need to use them at all.

     

    Why Cross Punch?  Cuz it does everything Haymaker does but is simply better.  Almost identical damage, hits five targets, knocks down, stuns, and buffs your own recharge when it connects.  It's seriously good with Rage up.  If you wanted, you can switch level 2 and 4 powers around and drop Punch for Haymaker.  Punch is simply faster and feels better when exemplared, in my experience.

     

    This hits Defense cap to all but Psi and Toxic if you have enough enemies around.  You do have a Psi hole with this, but aggressive play with your knockdowns and Hold mitigate a lot of that.  Against 95% of stuff you should be invincible (cough) and hit like a truck.  The -Res procs on Cross Punch and Laser Eyes will help your team drop hard targets like AVs; buffs everyone's damage, not just your own.

     

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Normal Reporter Guy: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(3), RctArm-ResDam/Rchg:40(3), RctArm-EndRdx:40(5), StdPrt-ResDam/Def+:30(5), GldArm-3defTpProc:50(50)
    Level 1: Jab -- Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(A)
    Level 2: Punch -- SprMghoft-Acc/Dmg/EndRdx/Rchg:50(A), SprMghoft-Acc/Dmg/Rchg:50(7), SprMghoft-Dmg/EndRdx/Rchg:50(7), SprMghoft-Acc/Dmg:50(9), SprMghoft-Dmg/Rchg:50(9), SprMghoft-Rchg/Res%:50(11)
    Level 4: Resist Physical Damage -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(45), RctArm-ResDam/Rchg:40(46), RctArm-ResDam/EndRdx/Rchg:40(46)
    Level 6: Resist Elements -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(45), RctArm-ResDam/Rchg:40(48), RctArm-ResDam/EndRdx/Rchg:40(48)
    Level 8: Unyielding -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(11), RctArm-ResDam/Rchg:40(13), RctArm-ResDam/EndRdx/Rchg:40(13)
    Level 10: Taunt -- PrfZng-Dam%:50(A)
    Level 12: Resist Energies -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(46), RctArm-ResDam/Rchg:40(48), RctArm-ResDam/EndRdx/Rchg:40(50)
    Level 14: Fly -- Frb-Stlth:50(A)
    Level 16: Boxing -- Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(A)
    Level 18: Invincibility -- LucoftheG-Def/EndRdx:50(A), LucoftheG-Def/EndRdx/Rchg:50(19), LucoftheG-Def:50(19), LucoftheG-Def/Rchg+:50(21), Ksm-ToHit+:30(33), Rct-ResDam%:50(50)
    Level 20: Knockout Blow -- SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(A), SprBlsCol-Acc/Dmg/EndRdx:50(21), SprBlsCol-Acc/Dmg/Rchg:50(23), SprBlsCol-Acc/Dmg:50(23), SprBlsCol-Dmg/EndRdx:50(25), SprBlsCol-Rchg/HoldProc:50(25)
    Level 22: Kick -- Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(A)
    Level 24: Cross Punch -- Arm-Acc/Dmg/Rchg:50(A), Arm-Acc/Rchg:50(27), Arm-Dmg/Rchg:50(29), Arm-Dmg/EndRdx:50(29), Arm-Dam%:50(31), FuroftheG-ResDeb%:50(31)
    Level 26: Tough Hide -- LucoftheG-Def:50(A), LucoftheG-Def/EndRdx:50(27), LucoftheG-Def/Rchg:50(31), LucoftheG-Def/Rchg+:50(33), ShlWal-ResDam/Re TP:50(33)
    Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(34)
    Level 30: Dull Pain -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(34), Prv-EndRdx/Rchg:50(34), Prv-Heal/Rchg:50(36), Prv-Heal/Rchg/EndRdx:50(36), Prv-Absorb%:50(36)
    Level 32: Hover -- WntGif-RunSpd/Jump/Fly/Rng:50(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx:50(37), WntGif-ResSlow:50(37), LucoftheG-Def:50(37), LucoftheG-Def/Rchg+:50(39)
    Level 35: Focused Accuracy -- RctRtc-Pcptn:20(A)
    Level 38: Foot Stomp -- SprGntFis-Acc/Dmg/Rchg:50(A), SprGntFis-Dmg/EndRdx/Rchg:50(39), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(39), SprGntFis-Acc/Dmg:50(40), SprGntFis-Rchg/+Absorb:50(40), SprGntFis-Dmg/Rchg:50(40)
    Level 41: Laser Beam Eyes -- Apc-Acc/Dmg/Rchg:50(A), Apc-Acc/Rchg:50(42), Apc-Dmg/Rchg:50(42), Apc-Dmg/EndRdx:50(42), Apc-Dam%:50(43), AchHee-ResDeb%:20(43)
    Level 44: Physical Perfection -- PrfShf-EndMod:50(A), PrfShf-End%:50(45)
    Level 47: Afterburner -- LucoftheG-Def/Rchg+:50(A)
    Level 49: Weave -- LucoftheG-Def/Rchg+:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(15), Mrc-Rcvry+:40(15)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:50(17), PwrTrns-EndMod:50(17), PwrTrns-+Heal:50(43)
    ------------
    ------------
    Set Bonus Totals:

    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 19.75% Defense(Smashing)
    • 19.75% Defense(Lethal)
    • 11% Defense(Fire)
    • 11% Defense(Cold)
    • 12.25% Defense(Energy)
    • 12.25% Defense(Negative)
    • 6% Defense(Psionic)
    • 16.63% Defense(Melee)
    • 9.13% Defense(Ranged)
    • 8.5% Defense(AoE)
    • 3.6% Max End
    • 3.75% Enhancement(Max EnduranceDiscount)
    • 33% Enhancement(Accuracy)
    • 76.25% Enhancement(RechargeTime)
    • 24% SpeedFlying
    • GrantPower Preventive Medicine (10% chance, if Scourge)
    • 189.7 HP (10.13%) HitPoints
    • 24% JumpHeight
    • 24% SpeedJumping
    • MezResist(Confused) 97.5%
    • MezResist(Held) 97.5%
    • MezResist(Immobilized) 97.5%
    • MezResist(Sleep) 97.5%
    • MezResist(Stunned) 97.5%
    • MezResist(Terrorized) 97.5%
    • MezResist(Teleport) 100% (20% chance)
    • 20% PerceptionRadius
    • 8% (0.13 End/sec) Recovery
    • 68% (5.31 HP/sec) Regeneration
    • 35% ResEffect(SpeedFlying)
    • 35% ResEffect(RechargeTime)
    • 35% ResEffect(SpeedRunning)
    • 29.75% Resistance(Smashing)
    • 29.75% Resistance(Lethal)
    • 14% Resistance(Toxic)
    • 14% Resistance(Psionic)
    • 32.75% Resistance(Fire)
    • 32.75% Resistance(Cold)
    • 14% Resistance(Energy)
    • 14% Resistance(Negative)
    • 24% SpeedRunning

  21. This is why I love SR on tanks so much!  You hit 45% Defense to all positions without even trying and can Incarnate cap easily.

     

    Resist set bonuses are also easy to find, meaning you become crazy tough while not even building for it.  Just chasing +recharge bonuses usually nets you 25% bonus resist to everything.

     

    Why +recharge bonuses?  Cuz it lets you keep Recharge enhancements off your slower recharging attacks; this means they fire IO damage procs almost all the time.  This nets at least 70-210 bonus damage with three damage procs.  Those are huge numbers for a tanker, and it can almost double your DPS output.

     

    So yeah, being “tough enough” means you can turn SR tanks into DPS proc buzzsaws.  My favorite for this has turned out to be Dual Blades, but a lot of sets work well with it.

     

    DB attack chain I use: Blinding Feint > Attack Vitals combo + Typhoon’s Edge (in a big group of mobs).  Blinding, Ablating, Vengeful, Sweeping, and Typhoon’s.  Five attacks total and the ones you need let you use Empower and Weaken when exemplared.  I don’t use Nimble Slash unless exemplared and only have an Accuracy in it.

  22. So if I follow, RedLynne, you’re thinking that one stack of Siphon should always be possible, but activating Power Siphon would let you go as high as five stacks?

     

    Pretty interesting compromise of “always on” versus “activated”.

     

    Would you agree with increasing Siphon stack duration still?  I’m thinking we’d still need that to make Concentrated Strike not kill your ability to keep max stacks up.

     

    The other option of Burst adding multiple stacks was good, too.  Currently it adds one despite number of targets hit.

     

    Maybe have the bigger hits add more stacks similar to the mechanic we see in Savage Melee?

    • Like 1
  23. Beast/Ice Mastermind; ridiculous pet survivability, team buffs, and strong debuffs.  You can really crank the Ice shield fx down now so they don’t make your eyes bleed.

     

    Dual Pistols/Super Reflexes Sentinel; arguably the best versions of both sets that combo into an insane murder machine.  You can get very strong Defense (buffed by the above Ice MM), get the best version of Suppressing Fire (cue Cyril Figgus), get Master Brawler meaning no redraw, and get Enduring to stack with Stamina.

     

    These two setups are very strong on their own, but should utterly decimate stuff as a duo.

     

    Fire and Ice, if you use the fire Swap Ammo.

  24. Good point about Stalkers.  We should point out they’re an outlier though as they get a real Build Up instead of the Power Siphon other melee versions do.

     

    I was considering suggesting every AT get the Build Up version, but that’s just avoiding fixing what makes the set unique.

     

    i like the idea of the Siphon stacks, but the current implementation doesn’t work well in actual gameplay.

     

    I do agree about animation times, but that’s kind of a general topic with big implications for melee DPS.

     

    Fixing one set’s lacklustre mechanic is probably more likely to get done before a huge melee rebalancing.

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